<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - materials - video</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				background-color: #000;
				color: #fff;
				margin: 0px;
				overflow: hidden;
				font-family:Monospace;
				font-size:13px;
				text-align:center;
				font-weight: bold;
				text-align:center;
			}

			a {
				color:#0078ff;
			}

			#info {
				color:#fff;
				position: absolute;
				top: 5px; width: 100%;
				z-index:100;
			}

		</style>
	</head>
	<body>

		<div id="info">
			<a href="http://threejs.org" target="_blank">three.js</a> - webgl video demo. playing <a href="http://durian.blender.org/" target="_blank">sintel</a> trailer
		</div>

		<script src="../build/three.js"></script>

		<script src="js/shaders/ConvolutionShader.js"></script>
		<script src="js/shaders/CopyShader.js"></script>

		<script src="js/postprocessing/EffectComposer.js"></script>
		<script src="js/postprocessing/RenderPass.js"></script>
		<script src="js/postprocessing/MaskPass.js"></script>
		<script src="js/postprocessing/BloomPass.js"></script>
		<script src="js/postprocessing/ShaderPass.js"></script>

		<script src="js/Detector.js"></script>

		<video id="video" autoplay loop webkit-playsinline style="display:none">
			<source src="textures/sintel.mp4" type='video/mp4; codecs="avc1.42E01E, mp4a.40.2"'>
			<source src="textures/sintel.ogv" type='video/ogg; codecs="theora, vorbis"'>
		</video>

		<script>

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var container;

			var camera, scene, renderer;

			var video, texture, material, mesh;

			var composer;

			var mouseX = 0;
			var mouseY = 0;

			var windowHalfX = window.innerWidth / 2;
			var windowHalfY = window.innerHeight / 2;

			var cube_count,

				meshes = [],
				materials = [],

				xgrid = 20,
				ygrid = 10;

			init();
			animate();

			function init() {

				container = document.createElement( 'div' );
				document.body.appendChild( container );

				camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.z = 500;

				scene = new THREE.Scene();

				var light = new THREE.DirectionalLight( 0xffffff );
				light.position.set( 0.5, 1, 1 ).normalize();
				scene.add( light );

				renderer = new THREE.WebGLRenderer( { antialias: false } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				video = document.getElementById( 'video' );

				texture = new THREE.VideoTexture( video );
				texture.minFilter = THREE.LinearFilter;
				texture.magFilter = THREE.LinearFilter;
				texture.format = THREE.RGBFormat;

				//

				var i, j, ux, uy, ox, oy,
					geometry,
					xsize, ysize;

				ux = 1 / xgrid;
				uy = 1 / ygrid;

				xsize = 480 / xgrid;
				ysize = 204 / ygrid;

				var parameters = { color: 0xffffff, map: texture };

				cube_count = 0;

				for ( i = 0; i < xgrid; i ++ )
				for ( j = 0; j < ygrid; j ++ ) {

					ox = i;
					oy = j;

					geometry = new THREE.BoxGeometry( xsize, ysize, xsize );

					change_uvs( geometry, ux, uy, ox, oy );

					materials[ cube_count ] = new THREE.MeshLambertMaterial( parameters );

					material = materials[ cube_count ];

					material.hue = i/xgrid;
					material.saturation = 1 - j/ygrid;

					material.color.setHSL( material.hue, material.saturation, 0.5 );

					mesh = new THREE.Mesh( geometry, material );

					mesh.position.x =   ( i - xgrid/2 ) * xsize;
					mesh.position.y =   ( j - ygrid/2 ) * ysize;
					mesh.position.z = 0;

					mesh.scale.x = mesh.scale.y = mesh.scale.z = 1;

					scene.add( mesh );

					mesh.dx = 0.001 * ( 0.5 - Math.random() );
					mesh.dy = 0.001 * ( 0.5 - Math.random() );

					meshes[ cube_count ] = mesh;

					cube_count += 1;

				}

				renderer.autoClear = false;

				document.addEventListener( 'mousemove', onDocumentMouseMove, false );

				// postprocessing

				var renderModel = new THREE.RenderPass( scene, camera );
				var effectBloom = new THREE.BloomPass( 1.3 );
				var effectCopy = new THREE.ShaderPass( THREE.CopyShader );

				effectCopy.renderToScreen = true;

				composer = new THREE.EffectComposer( renderer );

				composer.addPass( renderModel );
				composer.addPass( effectBloom );
				composer.addPass( effectCopy );

				//

				window.addEventListener( 'resize', onWindowResize, false );

			}

			function onWindowResize() {

				windowHalfX = window.innerWidth / 2;
				windowHalfY = window.innerHeight / 2;

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );
				composer.reset();

			}

			function change_uvs( geometry, unitx, unity, offsetx, offsety ) {

				var faceVertexUvs = geometry.faceVertexUvs[ 0 ];

				for ( var i = 0; i < faceVertexUvs.length; i ++ ) {

					var uvs = faceVertexUvs[ i ];

					for ( var j = 0; j < uvs.length; j ++ ) {

						var uv = uvs[ j ];

						uv.x = ( uv.x + offsetx ) * unitx;
						uv.y = ( uv.y + offsety ) * unity;

					}

				}

			}


			function onDocumentMouseMove(event) {

				mouseX = ( event.clientX - windowHalfX );
				mouseY = ( event.clientY - windowHalfY ) * 0.3;

			}

			//

			function animate() {

				requestAnimationFrame( animate );

				render();

			}

			var h, counter = 1;

			function render() {

				var time = Date.now() * 0.00005;

				camera.position.x += ( mouseX - camera.position.x ) * 0.05;
				camera.position.y += ( - mouseY - camera.position.y ) * 0.05;

				camera.lookAt( scene.position );

				for ( i = 0; i < cube_count; i ++ ) {

					material = materials[ i ];

					h = ( 360 * ( material.hue + time ) % 360 ) / 360;
					material.color.setHSL( h, material.saturation, 0.5 );

				}

				if ( counter % 1000 > 200 ) {

					for ( i = 0; i < cube_count; i ++ ) {

						mesh = meshes[ i ];

						mesh.rotation.x += 10 * mesh.dx;
						mesh.rotation.y += 10 * mesh.dy;

						mesh.position.x += 200 * mesh.dx;
						mesh.position.y += 200 * mesh.dy;
						mesh.position.z += 400 * mesh.dx;

					}

				}

				if ( counter % 1000 === 0 ) {

					for ( i = 0; i < cube_count; i ++ ) {

						mesh = meshes[ i ];

						mesh.dx *= -1;
						mesh.dy *= -1;

					}

				}

				counter ++;

				renderer.clear();
				composer.render();

			}


		</script>

	</body>
</html>
